hey listers. i realize this isn't the libPD list, but has anyone got PD or
libPD working with Unity3D Free? alpha build, beta build, whatever. i know
tebjan over on the PdEverywhere list created a version of libpd with C#
bindings, but i've no idea as to what to do to make it work on a Mac, as
could you please be a little more specific?
all the best
der.brandt
Zitat von Eldad Tsabary tazberry_d...@yahoo.ca:
Hi,
How does one create an abstraction with a variable number of outlets
(depending on the number of arguments)?
Thanks
Eldad
I tried something like that about a year ago using dynamic patching.
I wanted to make this work in Pd-Vanilla and ran into the problem that at the
time
the patch is loaded the outlets don't exist.
The abstraction builds up and works but can't be used since the original
connections to this
What about something like this?
james
Quoth bra...@subnet.at, on 11/08/2012 09:47:
could you please be a little more specific?
all the best
der.brandt
Zitat von Eldad Tsabary tazberry_d...@yahoo.ca:
Hi,
How does one create an abstraction with a variable number of outlets
(depending on the
Hi,
Pierre Massat wrote:
One thing I would like to know is how difficult it would be to run Pd on
this machine at a very low level, with a very minimal OS (I know nothing
about this kind of things). 700MHz is a lot I believe, considering that a
lot of digital audio gear was available before
Since you mentioned in your blog you were running the RPi headless, were you
getting the sound from the internal audio jack?
Because I ran that on an HDMI-screen recently (I don't have HDMI at home) which
also received audio via HDMI and that was perfectly clean.
On 1.8.2012, at 01:42 , Tedb0t
hi Scott,
it's somewhat working for me on Windows, but only when using the
audio.clip.GetData / SetData. right now i am trying to use the
OnAudioFilterRead() but it's glitchy (i can hear pd running but it's
mostly noise).
you can see an attempt here:
http://goo.gl/BWdo4
here's my github:
i think the answer at the moment is not to use libPD when running Unity
live in a prototyping designing fashion, but rather instead communicate
messages via TCP to PD itself, and let PD do the work directly. then when
building the iOS project, you adjust the code in Xcode to use libPD for the
On 11.8.2012, at 14:15 , Charles Goyard wrote:
Hi,
Pierre Massat wrote:
One thing I would like to know is how difficult it would be to run Pd on
this machine at a very low level, with a very minimal OS (I know nothing
about this kind of things). 700MHz is a lot I believe, considering that
Hi all
This is my first post so apologise if this is the wrong list / silly
mistake.
I've been using Max/MSP and have only just started using Pure Data and I'm
having a basic issue with midi. I would like to perform a simple:
[makenote 80 500] - [noteout 1]
combo and I'm hearing anything.
On 11.8.2012, at 19:58 , Michael Zacherl wrote:
it is!
Looking at the http://raspberry.org site the list of interesting or just
funny
sorry, of course this should have been http://raspberrypi.org !
--
feed your perception: http://blauwurf.at
http://soundcloud.com/noiseconformist
I hope that it won't be necessary to do this in two steps, prototyping
with Pd and deployment with libpd; that would mean discarding one of
the strengths of libpd (here's an old blog post on the matter:
http://nettoyeur.noisepages.com/2011/02/libpd-workflow-prototyping-and-production/).
It would
Greetings All
I have ubuntu 12.04 64bit running xfce and I installed puredata from the
ubuntu software center and I get an error
/usr/lib/puredata/tcl/pd-gui.tcl failes to execute child process no such
file or directory. How can I fix this?
Thanks
___
hi Peter - i remember that post. having very recently come into game audio
i got myself acquainted with middleware through FMOD, and immediately
thought there should be a better way to do this. i've read the posts on the
goal of separating the GUI from the code, and that's what i think should
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